AbdulAlhazred
Legend
Why is it 'a bit far', but the trip to the privy isn't? I don't understand... (really, I don't). If there's nothing expected to be particularly interesting happening in the 5 months it takes to get to Tokyo it is perfectly acceptable to simply narrate "you have a long, tedious, sometimes dangerous, and often uncomfortable trip to Tokyo" and be done with it. I'm not saying that HAS to be the right answer, but it is perfectly acceptable in a wide variety of games.But assuming a typical medieval-fantasy setting where the PCs can't just hop on the Stark jet and get there in an hour or three, any journey of any length at all is going to take significant time; and time is important. Washington DC to Tokyo could take several months travelling overland followed by several weeks at sea during which if nothing else seasonal variations and weather could become huge factors; not to mention the possibilities of disease, environment-caused mishap e.g. a flood or landslide, or - and here's yer random encounters - encounters with local wildlife or inhabitants.
Handwaving a journey like this is going a bit far. Boston to New York? Not quite so bad unless it's winter.
MANY RPGs have only abstract wealth systems, or maybe even no explicit wealth system at all. d6 Space (old d6 Star Wars basically) has an abstract wealth system. Characters have a number of dice which represent their 'wealth', and various classes of expenditures require checks of a given level in order to successfully buy something. Buying a pair of boots might be a difficulty 3 check, buying a small merchant type starship might be a difficulty 40 check. Some actions can also cause some depletion of wealth (like buying a starship probably will). There is also income in that system, which gives you an idea of your affordable ongoing expenses (starships have upkeep). There actually are cited credit cost values of things, so you can compare and use the numbers in fiction, but PCs don't normally track specific quantities of cash, unless it has a very specific function in a given story.Does "no rules for wealth" apply just in this sort of case, as in there's no rules for minor wealth spent during travel; or are there no rules for wealth at all in that system?
How I'd do this would depend on the situation. Let's say that the Boston-NY corridor is fairly safe, while anything much west of that is wild land and the Pacific Ocean is thought to be full of beasties.
For a Boston to New York trip in summer I'd probably roll once to see if anything untoward happens, work out how long the trip takes based on a consistent speed of travel, ask what they're doing for food and lodging along the way, and get 'em to knock off some arbitrary small amount of g.p. if food and lodging are being purchased.
For the same trip in winter I'd be a lot more stringent on what's being done and how, and would be rolling for weather each day. Speed of travel would not at all be guaranteed - weather conditions could slow them down or even stop them at any time - and I'd be more careful about food and lodging costs and requirements.
For Washington to Tokyo I'd almost look at the journey as a mini-adventure in itself - there's the prairies (possible risks: local inhabitants, stampedes, weather e.g. tornadoes in summer and bitter cold in winter), the western mountains (possible risks: local wildlife, navigational woes, flash floods in summer, weather e.g. thunder and lightning in summer and snowstorms in winter), the coast (fewer risks but I'd want to know what they're doing about a sturdy boat to get across the ocean, 'cause I'm betting they didn't bring one with them!), and the ocean (possible risks: sea monsters, pirates, weather, navigational woes, rocks reefs and shoals near land).
Lan-"I've driven from here almost to the east coast and that's bad enough; I sure as hell wouldn't want to walk it"-efan
See, what bothers me about this as a technique is there's NO reference at all to what the particular scenario is about, any relation to player interests/agenda, stakes (IE does it matter how long the trip takes, narratively) etc. The only consideration is some empty notion that you have to serve some kind of non-existent requirement to present the PC's experience with no appreciable gaps at all. This is just not a genuine need in RPGs.